So where i used to work a working structure/workflow is used and for this case is called a pipeline ( i believe other people are using this term as well ), so as for "my ( again modified for simpler used) pipeline" the hierarchy will be some thing like this :
sketch ( aka my noobish drawings ) > modeling > texture > lighting > render > compositing
:: This particualr phase is called LOOK DEVELOPMENT(lookdev) or PRE VISUALIZATION(pre viz) or CONCEPT ART
follow by
rigging > animation > dynamics ( animation related, like secondary animation bla bla bla ) > lighting > rendering > compositing
:: mostly an additional animation work flow to the existing pipeline above
More to come as i build up the pipeline, but more important i am focusing at the look development (im going to use lookdev so dont panic for what it means later just look up on google ) side of things, as i was half way there in my training
The Trifecta of look development
Sometimes you be wondering who and how does the character workflow goes, answer is simple, either 1 person does it all aka generalist or he/she is really that good(i envy so much), or a bunch of specialized people does it,
which include:
a modeler - model the stuff and outputting them UV maps, remember those color grids ?
a texture painter - Add material, color, bumb, spec, and all those high res textures
a lighter - also a shader artist, we material property are tweak in detail to react to the vitual lights
well that is how i was though at that point of time, so there you have it. in case your wondering why sometimes a lighter can't answer some of your texturing question, ( because it happen to me before ) and some of the reason i'm brushing up my generalist skill to be able to tackle that question next time.
sketch ( aka my noobish drawings ) > modeling > texture > lighting > render > compositing
:: This particualr phase is called LOOK DEVELOPMENT(lookdev) or PRE VISUALIZATION(pre viz) or CONCEPT ART
follow by
rigging > animation > dynamics ( animation related, like secondary animation bla bla bla ) > lighting > rendering > compositing
:: mostly an additional animation work flow to the existing pipeline above
More to come as i build up the pipeline, but more important i am focusing at the look development (im going to use lookdev so dont panic for what it means later just look up on google ) side of things, as i was half way there in my training
The Trifecta of look development
Sometimes you be wondering who and how does the character workflow goes, answer is simple, either 1 person does it all aka generalist or he/she is really that good(i envy so much), or a bunch of specialized people does it,
which include:
a modeler - model the stuff and outputting them UV maps, remember those color grids ?
a texture painter - Add material, color, bumb, spec, and all those high res textures
a lighter - also a shader artist, we material property are tweak in detail to react to the vitual lights
well that is how i was though at that point of time, so there you have it. in case your wondering why sometimes a lighter can't answer some of your texturing question, ( because it happen to me before ) and some of the reason i'm brushing up my generalist skill to be able to tackle that question next time.